 Screenshots
#2076 posted by JPL on 2005/06/01 12:37:06
Here are some screenshots from my last project... It has been started since Winter contest pack.. remember...
I already sent other screenies 2 month ago, and now I'm working to improve the gameplay...
I hope it will be released before the end of June... ;)
http://lambert.jeanphilippe.free.fr/Divers/CDA5.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA6.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA7.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA8.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA9.JPG
Enjoy !
 Lookin Good There
#2077 posted by Zwiffle on 2005/06/01 12:44:34
JPL, the butresses look great. Only crits I see are:
1.) Some areas look fullbright. May not be a problem, I tend to make darker maps so fullbright gets on my nerves.
2.) You might want to scale up the lava texture 2x2 or 3x3. It tends to help prevent the feel that the lava is fake.
 JPL
#2078 posted by DaZ on 2005/06/01 14:05:34
though I have not played any of your other maps, this one looks so much better than your past efforts, build wise.
As Zwif said, the indoor area is too bright imo, try fiddling with the lighting some, and ditto with the lava texture.
 Jpl
#2079 posted by Vondur on 2005/06/01 14:44:30
very nice!
go finish it!
little hint: to make proper screens disable gun drawing by typing r_drawviewmodel 0 and crosshair 0 at the console.
 Sexy Stuff There JPL
#2080 posted by HeadThump on 2005/06/01 15:50:35
 JPL
#2081 posted by PuLSaR on 2005/06/01 23:04:04
Looks very good!
release it soon!
 More Informations
#2082 posted by JPL on 2005/06/02 00:16:18
Thanks for encouraging me, I hope the final release will give you a max of fun !!
Some more infos: the map has originally fog density set up to 0.08, and here I dicreased it down to 0.04, in order to see more stuff in the screenshots. As well, I tuned gamma correction to 1.6, which seems to increae fullbright effect... during "real" play, it's not so bright... I played the map in DM mode in order not to be disturbed by monsters.. The map is an SP map, and right now there are 117 monsters.. I have to improve gameplay, add monsters, adding skill setting features, and it will be ready ;) Wait and see, be patient...
Oh ! Thanks Vondur for the console command ;) I didn't know it.
Zwiffle, thanks for the advice about the lava texture scale, I will try it this evening ;)
 JPL
#2083 posted by mwh on 2005/06/02 01:11:17
Cool stuff. Are those Hexen2 textures? Some of the shots remind me of the last bit of hexen 2 (which I've just played for the first time -- slow on the uptake, me?).
 What The Other People Said.
#2084 posted by Shambler on 2005/06/02 01:28:19
Looking good baby, it's obvious what to improve. P.S. There is no fog in Quake - maybe you need to update your video card drivers if you're getting strange effects like that.
 Mwh
#2085 posted by JPL on 2005/06/02 01:28:59
No, the textures are all coming from DKT3 pack.. As I explained 2 month ago, I started this map for the Winter Pack, but I was very late at this time (due to the birth of my last daughter :D ), then I switched to a more "personnal" project, and a much bigger one: the map is close to 32500 clipnode, and marksurface exceed 32767 max value... it is close to 33150 or something like this.... I suppose I will not be able to reduce MarkSurface value, but I guess increasing heapsize can solve the problem (you now the -heapsize field in the engine command)... I have to test this point as well.. BTW, anybody can confirm that heapsize increase (with a "big" value) is a kind of "turnaround" about MarkSurface exceedind max value?
 Shambler
#2086 posted by JPL on 2005/06/02 01:32:43
Sorry, but there are foggy effect possibilities with GL engine.. With FitzQuake, or aguirRe's GLQuake, just type fog in the console command, and you will get the explanations... something like fog <density> <R> <G> , with each value ranged in 0 to 1.. (BTW, my settings are fog 0.08 0 0.5 0.5), which gives a low density fog with a blue-green color.. Or maybe are you joking Shamy ??
 Jpl
#2087 posted by nitin on 2005/06/02 01:34:28
looks nice.
 Hehe
#2088 posted by Tron on 2005/06/02 08:46:36
Shambler was making a joke about the fog, saying that you are using a "broken" form of Quake. :)
 Beta 4
#2089 posted by Blitz on 2005/06/03 15:24:06
Beta 4 of my latest map is up for anyone following
http://blitz.circa1984.com/dm_ortho_b4.zip
 Blitz, It's Broken
#2090 posted by bambuz on 2005/06/03 16:00:37
wrong LoadBrushModel: wrong version number
234124124124124 (or whatever) should be 29.
 Oh
#2091 posted by bambuz on 2005/06/03 16:02:23
:)
what game should it be for?
 Half Life 2
#2092 posted by Lunaran on 2005/06/03 16:21:34
ahahaha
 You Just Wait
#2093 posted by bambuz on 2005/06/03 17:50:47
fuhquake'll load those too in a couple of years!
(it already loads hl maps)
 Hah
I assumed it was for Quake, as well... because you didn't mention which game it was for. On this board, everything is Quake by default.
 Yeah Sorry
#2095 posted by Blitz on 2005/06/03 18:21:52
I had posted a few betas and screens before, but I forget that some people visit the board intermittently, and therefore don't know.
 Bambuz...
#2096 posted by Shambler on 2005/06/04 00:50:25
PWND!
P.S. Fuhquake my arse. What's wrong with just playing HL2 as HL2 and Quake as Quake...
Blitz, getting.
 Shambler
#2097 posted by bambuz on 2005/06/04 07:45:04
Well yeah I must admit I haven't used that hl map loading feature ever...
But otherwise fuhquake is a very solid lump of code. Very little bugs.
 Fuhquake
#2098 posted by Lunaran on 2005/06/04 23:26:18
Is that supposed to be pronounced fuck-wake? I honestly have no idea.
(sorry, I'll post screenshots of something here later or something to make up for all my shit posts)
 Fuck-wake?
#2099 posted by Kinn on 2005/06/05 01:23:40
Now that's the sort of room-service I would definately tip.
#2100 posted by Zwiffle on 2005/06/05 10:04:25
I heard czg works at a hotel in Norway, Kinn. He fluffs pillows and whatnot.
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